| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| | |
Conflicts:
src/gallium/state_trackers/python/p_context.i
|
| |
| |
| |
| |
| | |
more consistent with rest of gallium naming conventions.
Also rename driver-internal names for these the same.
|
| |
| |
| |
| |
| | |
with some newfangled code, should support separate depth/stencil clears.
Needs some testing.
|
| |
| |
| |
| |
| | |
just like i915g, should in theory support separate depth/stencil clears
(untested), with the same 2d blitter hacks.
|
| |
| |
| |
| |
| | |
should in theory support separate depth/stencil clears (untested).
Also fix some format omissions?
|
| |
| |
| |
| | |
should support separate depth/stencil clears just fine with changed u_blitter.
|
| |
| |
| |
| | |
should support separate depth/stencil clears just fine.
|
| | |
|
| |
| |
| |
| | |
this should support separate stencil/depth clears just fine.
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
clears were a bit limited in gallium:
- no scissoring (OGL only) nor explicit rectangle list (d3d9)
- no color/stencil masks (OGL only)
- no separate depth/stencil clears (d3d9/d3d10/OGL)
- cannot really clear single color buffer (only with resource_fill_region)
Additionally, d3d can clear surfaces not currently bound to the framebuffer.
It is, however, not easy to find some common ground what a clear should be able
to do, due to both API requirements and also hw differences (a case which might
be able to use a special clear path on one hw might need a "normal" quad render
on another).
Hence several clear methods are provided, and a driver should implement all of
them.
- clear: slightly modified to also be able to clear only depth or stencil in a
combined depth/stencil surface. This is however optional based on driver
capability though ideally it wouldn't be optional. AFAIK this is in fact
something used by applications quite a bit.
Otherwise, for now still doesn't allow clearing with scissors/mask (or single
color buffers)
- clearRT: clears a single (potentially unbound) color surface. This was formerly
roughly known as resource_fill_region. mesa st will not currently use this,
though potentially would be useful for GL ClearBuffer.
- clearDS: similar to above except for depth stencil surfaces.
Note that clearDS/clearRT currently handle can handle partial clear. This might
change however.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
Extend the check for indirect addressing of temp regs to include
input/output regs.
Fixes failure with piglit glsl-texcoord-array.shader_test test when using
SSE codegen.
|
| | |
|
| |
| |
| |
| |
| | |
This lets us specify linear interpolation instead of perspective
interpolation for blit operations. Might be a bit faster.
|
| |
| |
| |
| |
| | |
So something in the build keept updating the timestamp on the
staging directory causing us to always copy the library to it.
|
| | |
|
| | |
|
| |
| |
| |
| | |
the IR.
|
| | |
|
| |
| |
| |
| | |
For ddy it should be (bottom - top).
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| | |
Instead of crashing when libdrm_radeon is unavailable, the SCons build
just does not build r600g.
|
| | |
|
| |
| |
| |
| | |
I hope I've done it right. No way to test it here...
|
| | |
|
| |
| |
| |
| |
| |
| | |
This fixes an issue that was missed with commit
9f544394c1d059ce09c8bb2b5e11f5e871c7915f.
Fixes piglit glsl-texcoord-array.shader_test
|
| |
| |
| |
| |
| |
| |
| | |
Fixes failed assertion with piglit fbo-drawbuffers-fragcolor.c
See fd.o bug 28358.
With 8 color buffers + Z we need to declare 33 vars, at least.
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
For example, if the fragment shader reads gl_TexCoord[i] with a
dynamic index we need to set all the InputsRead bits for all
texcoords. We were already doing this for shader outputs.
Refactored the later code so inputs and outputs are handled with
similar code.
Fixes a swrast failure with piglit's glsl-texcoord-array.shader_test
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Multiple item params are OK because we don't allow swizzles for them
(in case you do array access to hit their elements, for example). For
singles, though, using the swizzle can cut down on storage, we do want
to allow a swizzled use of another param.
Fixes OGLC texRect.c.
|
| |
| |
| |
| | |
Courtesy of Vinson and coverity.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
First interpolate the 4 quads upper left corners, then sub-interpolate
each quad pixel. Do the perspective divide once per quad.
Saves some muls and reciprocates. But doesn't seem to make a
noticeable improvement.
It make the code simpler and more compact, so commiting anyway.
|